Jump to content
Sign in to follow this  
roberthammer

Gold effect in Arma is possible?

Recommended Posts

Hi all ,

Am asking if in Arma possible to do Gold effect with .Rvmat somehow ?

I mean something like in COD4.

If yes , tell me how , ahead thx smile_o.gif

Share this post


Link to post
Share on other sites
Hi all ,

Am asking if in Arma possible to do Gold effect with .Rvmat somehow ?

I mean something like in COD4.

If yes , tell me how , ahead thx smile_o.gif

Yes it is.

You need a "gold" colored enviromental map texture (take default one from BIS and manipulate it, it's the one with fish-eye view of landscape), then use the BIS examples Glass rvmat, but in the mat editor edit it to have any texture with full alpha (use color texture option for example) instaed of "Fresnel Glass" texture.

Share this post


Link to post
Share on other sites

Thx Panda smile_o.gif , i will try , but is possible to use this effect with NMaping ?

//: Edit

It's working , but only in 3rd person , not in 1st person ,

rvmat is set right like in 3rd person and in buldozer is working but not ingame , why is not working ?  sad_o.gif

Share this post


Link to post
Share on other sites
rvmat is set right like in 3rd person and in buldozer is working but not ingame , why is not working ?  sad_o.gif

Screens?

"It's not working" doesn't tell what's going on actually.

It should, we have for example A10 cockpit that has working glass effects.

Share this post


Link to post
Share on other sites
hard to regoznize that effect

I think you need to lower alpha on the original texture (the texture, not the one in material).

The lower the alpha the more visible the enviroment map is, but setting it too low will change the weapon into a mirror.

Share this post


Link to post
Share on other sites

Where i can Lower that Alpha , because i using only this one material rvmat

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ambient[]={1.000000,1.000000,1.000000,1.000000};

diffuse[]={1.000000,1.000000,1.000000,1.000000};

forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};

emmisive[]={0.000000,0.000000,0.000000,1.000000};

specular[]={1.000000,1.000000,1.000000,0.000000};

specularPower=24.600000;

renderFlags[]=

{

"NoAlphaWrite"

};

nextPass="RH_aks\gsklo-pass2.rvmat";

PixelShaderID="Glass";

VertexShaderID="Glass";

class Stage1

{

texture="#(argb,8,8,3)color(1,1,1,1,CO)";

uvSource="none";

Filter="Trilinear";

};

class Stage2

{

texture="RH_aks\tex\envg_co.paa";

uvSource="none";

Filter="Trilinear";

};

If not in this , can u tell me where ?  confused_o.gif

Share this post


Link to post
Share on other sites
Where i can Lower that Alpha , because i using only this one material rvmat

That's the material, he's talking about the alpha channel in the texture PAA itself. Or so I believe - I really have no idea.

Share this post


Link to post
Share on other sites
If not in this , can u tell me where ?  confused_o.gif
Quote[/b] ](the texture, not the one in material)

Share this post


Link to post
Share on other sites

i tryed different enviromental map and i think looks better and shining too now smile_o.gif

hj1sc6.jpg

THX Panda for Help ! You are the best in O2 wink_o.gif

Share this post


Link to post
Share on other sites
i tryed different enviromental map and i think looks better and shining too now smile_o.gif

Hmmm.... A bit weird, since if base texture has full alpha you shouldn't be seeing much of the enviroment map (and I am not sure if I see any effect)... Try applying any semi-transparent texture to your AK to see how alpha channel works (don't save of course).

Share this post


Link to post
Share on other sites

I have tryed that , almost same as now .

BTW i tryed smooth edges and now looks like this

unbtitled2vg1.jpg

Share this post


Link to post
Share on other sites
I have tryed that , almost same as now .

You sure you didn't save as _CO.paa? That would clear the alpha channel.

Share this post


Link to post
Share on other sites

Got little question for u , is possible make shining inside the buliding? I mean something like this : you have golden gun and outside is shining but if u go inside building or building's shadow shining goes off sad_o.gif

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×